2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
This commit is contained in:
@@ -16,6 +16,9 @@ subject to the following restrictions:
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
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#include "PHY_IMotionState.h"
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#include "CcdPhysicsEnvironment.h"
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#include "RAS_MeshObject.h"
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@@ -24,10 +27,14 @@ subject to the following restrictions:
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "LinearMath/btConvexHull.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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class BP_Proxy;
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///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
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@@ -577,7 +584,19 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
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if (body && !body->isStaticObject())
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{
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if ((m_cci.m_clamp_vel_max>0.0) || (m_cci.m_clamp_vel_min>0.0))
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{
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const btVector3& linvel = body->getLinearVelocity();
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float len= linvel.length();
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if((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max))
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body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len));
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else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min))
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body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
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}
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const btVector3& worldPos = body->getCenterOfMassPosition();
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m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
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@@ -1238,6 +1257,22 @@ void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,flo
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quatReal = m_worldTransform.getRotation()[3];
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}
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void DefaultMotionState::getWorldOrientation(float* ori)
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{
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*ori++ = m_worldTransform.getBasis()[0].x();
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*ori++ = m_worldTransform.getBasis()[1].x();
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*ori++ = m_worldTransform.getBasis()[1].x();
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*ori++ = 0.f;
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*ori++ = m_worldTransform.getBasis()[0].y();
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*ori++ = m_worldTransform.getBasis()[1].y();
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*ori++ = m_worldTransform.getBasis()[1].y();
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*ori++ = 0.f;
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*ori++ = m_worldTransform.getBasis()[0].z();
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*ori++ = m_worldTransform.getBasis()[1].z();
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*ori++ = m_worldTransform.getBasis()[1].z();
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*ori++ = 0.f;
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}
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void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
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{
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btVector3 pos(posX,posY,posZ);
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@@ -1272,123 +1307,212 @@ CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mes
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bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
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{
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int numpolys;
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m_useGimpact = useGimpact;
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// assume no shape information
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// no support for dynamic change of shape yet
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assert(IsUnused());
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m_shapeType = PHY_SHAPE_NONE;
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m_vertexArray.clear();
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m_polygonIndexArray.clear();
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m_meshObject = NULL;
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if (!meshobj)
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return false;
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// Mesh has no polygons!
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int numpolys = meshobj->NumPolygons();
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if (!numpolys)
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{
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// No mesh object or mesh has no polys
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if (!meshobj || meshobj->HasColliderPolygon()==false) {
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m_vertexArray.clear();
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m_polygonIndexArray.clear();
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m_triFaceArray.clear();
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return false;
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}
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// check that we have at least one colliding polygon
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int numvalidpolys = 0;
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for (int p=0; p<numpolys; p++)
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{
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RAS_Polygon* poly = meshobj->GetPolygon(p);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{
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numvalidpolys++;
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break;
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}
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}
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// No collision polygons
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if (numvalidpolys < 1)
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return false;
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numpolys = meshobj->NumPolygons();
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m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
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numvalidpolys = 0;
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/* Convert blender geometry into bullet mesh, need these vars for mapping */
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vector<bool> vert_tag_array(meshobj->GetMesh()->totvert, false);
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unsigned int tot_bt_verts= 0;
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unsigned int orig_index;
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int i;
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for (int p2=0; p2<numpolys; p2++)
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if (polytope)
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{
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RAS_Polygon* poly = meshobj->GetPolygon(p2);
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// Tag verts we're using
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for (int p2=0; p2<numpolys; p2++)
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{
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RAS_Polygon* poly= meshobj->GetPolygon(p2);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{
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//Bullet can raycast any shape, so
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if (polytope)
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// only add polygons that have the collision flag set
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if (poly->IsCollider())
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{
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for (int i=0;i<poly->VertexCount();i++)
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{
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const float* vtx = poly->GetVertex(i)->getXYZ();
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btVector3 point(vtx[0],vtx[1],vtx[2]);
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//avoid duplicates (could better directly use vertex offsets, rather than a vertex compare)
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bool found = false;
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for (int j=0;j<m_vertexArray.size();j++)
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for(i=0; i<poly->VertexCount(); i++) {
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orig_index= poly->GetVertex(i)->getOrigIndex();
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if (vert_tag_array[orig_index]==false)
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{
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if (m_vertexArray[j]==point)
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{
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found = true;
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break;
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}
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vert_tag_array[orig_index]= true;
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tot_bt_verts++;
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}
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if (!found)
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m_vertexArray.push_back(point);
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numvalidpolys++;
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}
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} else
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}
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}
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m_vertexArray.resize(tot_bt_verts);
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btVector3 *bt= &m_vertexArray[0];
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for (int p2=0; p2<numpolys; p2++)
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{
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RAS_Polygon* poly= meshobj->GetPolygon(p2);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{
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{
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const float* vtx = poly->GetVertex(2)->getXYZ();
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btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
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for(i=0; i<poly->VertexCount(); i++) {
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RAS_TexVert *v= poly->GetVertex(i);
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orig_index= v->getOrigIndex();
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vtx = poly->GetVertex(1)->getXYZ();
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btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
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if (vert_tag_array[orig_index]==true)
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{
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const float* vtx = v->getXYZ();
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vert_tag_array[orig_index]= false;
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vtx = poly->GetVertex(0)->getXYZ();
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btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
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m_vertexArray.push_back(vertex0);
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m_vertexArray.push_back(vertex1);
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m_vertexArray.push_back(vertex2);
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m_polygonIndexArray.push_back(p2);
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numvalidpolys++;
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bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
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bt++;
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}
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}
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if (poly->VertexCount() == 4)
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{
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const float* vtx = poly->GetVertex(3)->getXYZ();
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btVector3 vertex0(vtx[0],vtx[1],vtx[2]);
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vtx = poly->GetVertex(2)->getXYZ();
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btVector3 vertex1(vtx[0],vtx[1],vtx[2]);
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vtx = poly->GetVertex(0)->getXYZ();
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btVector3 vertex2(vtx[0],vtx[1],vtx[2]);
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m_vertexArray.push_back(vertex0);
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m_vertexArray.push_back(vertex1);
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m_vertexArray.push_back(vertex2);
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m_polygonIndexArray.push_back(p2);
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numvalidpolys++;
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}
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}
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}
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}
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}
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else {
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unsigned int tot_bt_tris= 0;
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vector<int> vert_remap_array(meshobj->GetMesh()->totvert, 0);
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// Tag verts we're using
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for (int p2=0; p2<numpolys; p2++)
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{
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RAS_Polygon* poly= meshobj->GetPolygon(p2);
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if (!numvalidpolys)
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// only add polygons that have the collision flag set
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if (poly->IsCollider())
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{
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for(i=0; i<poly->VertexCount(); i++) {
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orig_index= poly->GetVertex(i)->getOrigIndex();
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if (vert_tag_array[orig_index]==false)
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{
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vert_tag_array[orig_index]= true;
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vert_remap_array[orig_index]= tot_bt_verts;
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tot_bt_verts++;
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}
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}
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tot_bt_tris += (i==4 ? 2:1); /* a quad or a tri */
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}
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}
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m_vertexArray.resize(tot_bt_verts);
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m_polygonIndexArray.resize(tot_bt_tris);
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m_triFaceArray.resize(tot_bt_tris*3);
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btVector3 *bt= &m_vertexArray[0];
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int *poly_index_pt= &m_polygonIndexArray[0];
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int *tri_pt= &m_triFaceArray[0];
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for (int p2=0; p2<numpolys; p2++)
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{
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RAS_Polygon* poly= meshobj->GetPolygon(p2);
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// only add polygons that have the collisionflag set
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if (poly->IsCollider())
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{
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RAS_TexVert *v1= poly->GetVertex(0);
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RAS_TexVert *v2= poly->GetVertex(1);
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RAS_TexVert *v3= poly->GetVertex(2);
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int i1= v1->getOrigIndex();
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int i2= v2->getOrigIndex();
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int i3= v3->getOrigIndex();
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const float* vtx;
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// the face indicies
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tri_pt[0]= vert_remap_array[i1];
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tri_pt[1]= vert_remap_array[i2];
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tri_pt[2]= vert_remap_array[i3];
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tri_pt= tri_pt+3;
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// m_polygonIndexArray
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*poly_index_pt= p2;
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poly_index_pt++;
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// the vertex location
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if (vert_tag_array[i1]==true) { /* *** v1 *** */
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vert_tag_array[i1]= false;
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vtx = v1->getXYZ();
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bt->setX(vtx[0]); bt->setY( vtx[1]); bt->setZ(vtx[2]);
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bt++;
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}
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if (vert_tag_array[i2]==true) { /* *** v2 *** */
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vert_tag_array[i2]= false;
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vtx = v2->getXYZ();
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bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
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bt++;
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}
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if (vert_tag_array[i3]==true) { /* *** v3 *** */
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vert_tag_array[i3]= false;
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vtx = v3->getXYZ();
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bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
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bt++;
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}
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if (poly->VertexCount()==4)
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{
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RAS_TexVert *v4= poly->GetVertex(3);
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int i4= v4->getOrigIndex();
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tri_pt[0]= vert_remap_array[i1];
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tri_pt[1]= vert_remap_array[i3];
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tri_pt[2]= vert_remap_array[i4];
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tri_pt= tri_pt+3;
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// m_polygonIndexArray
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*poly_index_pt= p2;
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poly_index_pt++;
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// the vertex location
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if (vert_tag_array[i4]==true) { /* *** v4 *** */
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vert_tag_array[i4]= false;
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vtx = v4->getXYZ();
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bt->setX(vtx[0]); bt->setY(vtx[1]); bt->setZ(vtx[2]);
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bt++;
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}
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}
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}
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}
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/* If this ever gets confusing, print out an OBJ file for debugging */
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#if 0
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printf("# vert count %d\n", m_vertexArray.size());
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for(i=0; i<m_vertexArray.size(); i+=1) {
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printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z());
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}
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printf("# face count %d\n", m_triFaceArray.size());
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for(i=0; i<m_triFaceArray.size(); i+=3) {
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printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
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}
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#endif
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}
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#if 0
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if (validpolys==false)
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{
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// should not happen
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m_shapeType = PHY_SHAPE_NONE;
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return false;
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}
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#endif
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m_meshObject = meshobj;
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if (!polytope)
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{
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@@ -1413,7 +1537,6 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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{
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btCollisionShape* collisionShape = 0;
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btTriangleMeshShape* concaveShape = 0;
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btTriangleMesh* collisionMeshData = 0;
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btCompoundShape* compoundShape = 0;
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CcdShapeConstructionInfo* nextShapeInfo;
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@@ -1454,18 +1577,17 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
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// and btScaledBvhTriangleMeshShape otherwise.
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if (m_useGimpact)
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{
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collisionMeshData = new btTriangleMesh();
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{
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btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
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m_polygonIndexArray.size(),
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&m_triFaceArray[0],
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3*sizeof(int),
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m_vertexArray.size(),
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(btScalar*) &m_vertexArray[0].x(),
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sizeof(btVector3)
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);
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bool removeDuplicateVertices=true;
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// m_vertexArray is necessarily a multiple of 3
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for (int i=0;i<m_vertexArray.size(); i+=3 )
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{
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collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
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}
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btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(collisionMeshData);
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btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
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collisionShape = gimpactShape;
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gimpactShape->updateBound();
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@@ -1474,17 +1596,39 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
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{
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if (!m_unscaledShape)
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{
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collisionMeshData = new btTriangleMesh(true,false);
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collisionMeshData->m_weldingThreshold = m_weldingThreshold;
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btTriangleIndexVertexArray* indexVertexArrays = 0;
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bool removeDuplicateVertices=true;
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// m_vertexArray is necessarily a multiple of 3
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for (int i=0;i<m_vertexArray.size(); i+=3 )
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///enable welding, only for the objects that need it (such as soft bodies)
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if (0.f != m_weldingThreshold1)
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{
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collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
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btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
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collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
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bool removeDuplicateVertices=true;
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// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
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for(int i=0; i<m_triFaceArray.size(); i+=3) {
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collisionMeshData->addTriangle(
|
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m_vertexArray[m_triFaceArray[i]],
|
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m_vertexArray[m_triFaceArray[i+1]],
|
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m_vertexArray[m_triFaceArray[i+2]],
|
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removeDuplicateVertices
|
||||
);
|
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}
|
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indexVertexArrays = collisionMeshData;
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|
||||
} else
|
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{
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indexVertexArrays = new btTriangleIndexVertexArray(
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m_polygonIndexArray.size(),
|
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&m_triFaceArray[0],
|
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3*sizeof(int),
|
||||
m_vertexArray.size(),
|
||||
(btScalar*) &m_vertexArray[0].x(),
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sizeof(btVector3));
|
||||
}
|
||||
|
||||
// this shape will be shared and not deleted until shapeInfo is deleted
|
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m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
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m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true );
|
||||
m_unscaledShape->recalcLocalAabb();
|
||||
}
|
||||
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
|
||||
|
||||
Reference in New Issue
Block a user